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// // Copyright (C) 1999 Grace Software // // The contents of this file are subject to the Grace Software Public

// License Version 1.0 (the "GracePL"); you may not use this file // except in compliance with the GracePL. You may obtain a copy of the // GracePL at http://www.homestead.com/javalog/files/license.html // // Software distributed under the GracePL is distributed on an "AS IS" // basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See // the GracePL for the specific language governing rights and // limitations under the GracePL. // // The Original Code is Grace Software's JavaLog code, released March // 21, 1999. The Initial Developer of the Original Code is Grace // Software. Portions created by Grace Software are Copyright (C) // 1999 Grace Software. All Rights Reserved. // // Contributor(s): // /*blackjack.java -- This program demonstrates the card class. It does not implement all the rules of blackjack (maybe later). I bashed it together in an afternoon so I could have a realistic demo of the card class to show you. */ import java.awt.*; import java.applet.*; import java.util.*; public class blackjack extends Applet implements Runnable { Image osi; Graphics osg; Image bufferImage; Graphics bufferGraphics; // double buffering - not needed i n many cases int cardWidth=85; // this cannot be changed int cardHeight=125; // this cannot be changed double sizeOfCard=1.0; // you can modify the size, but it will look like crap cardclass cc; int CLUB=1; int DIAMOND=2; int HEART=3; int SPADE=4; int currentCard=0; Random rnd = new Random(); int temp[]=new int[52]; int deal[]=new int[52]; Thread kicker = null; boolean newDeal=true; boolean hitPressed=false; boolean stayPressed=false; boolean userAce=false; boolean dealerAce=false; boolean dealOver=false; boolean showScoreOK=false; Font header = new Font("TimesRoman", Font.BOLD, 24);

Font normal = new Font("TimesRoman", Font.PLAIN,12); Button hit = new Button("Hit"); Button stay = new Button("Stay"); Button redeal = new Button("Redeal"); int userCardPosition; int dealerCardPosition; int hiddenCard; int userScore=0; int dealerScore=0; // // there are three graphics screens to worry about. // a. The normal screen that gets the buttons // b. An offscreen graphic (bufferGraphic) that is used for double buffer ing // c. An offscreen graphic (osg) that gets a card painted on it by // the cardclass.class. // public void init() { // create the offscreen graphics osi=createImage(cardWidth,cardHeight); osg=osi.getGraphics(); bufferImage=createImage(640,480); bufferGraphics=bufferImage.getGraphics(); // instantiate the card class cc=new cardclass(this); // make an array of cards that number from 1 to 52 makeDeck(); // // use null layout for the buttons - the graphic will paint behind them // setLayout(null); addNotify(); add(hit); hit.reshape(insets().left + 270,insets().top + 285,40,20); add(stay); stay.reshape(insets().left + 320,insets().top + 285,40,20); add(redeal); redeal.reshape(insets().left + 370, insets().top + 285,60,20); } // // restart uses a new deck each time. This is not how real blackjack is // played. // public void restart() { newDeal=true; hitPressed=false; stayPressed=false; currentCard=0; makeDeck(); userScore=0; dealerScore=0; userAce=false; dealerAce=false; dealOver=false; showScoreOK=false;

} // // booleans are used in the run thread. When one is detected, the // thread processes it. The booleans are set by mouse clicks on // the buttons or by the restart/init methods. // public void run() { // Create the thread Thread.currentThread().setPriority(Thread.MIN_PRIORITY); // Do the animation while (kicker != null) { if(newDeal) // restart (and init) method sets this { deal(); newDeal=false; checkForBlackJack(); } if((hitPressed) && (!stayPressed)) // buttons set this { doUserHit(); hitPressed=false; } if(stayPressed) // buttons set this { checkDealerStatus(); stayPressed=false; } repaint(); pause(20); } } public void checkForBlackJack() // called right after the initial deal // by the deal method { if(dealerScore==21) { stayPressed=true; checkDealerStatus(); // this will flip over hidden card and // declare winner using normal testing methods return; } if(userScore==21) // if user has blackjack, it is handled as a special // case here { bufferGraphics.setColor(Color.green.darker()); bufferGraphics.fillRect(110,140,90,10);// erase previous score bufferGraphics.setColor(Color.black); bufferGraphics.drawString("You BLACKJACK .. you win",110,150); bufferGraphics.setColor(Color.green.darker()); bufferGraphics.fillRect(110,290,190,310);// erase previous score bufferGraphics.setColor(Color.black); bufferGraphics.drawString("You BLACKJACK .. you win",110,305); dealOver=true; }

} public void checkDealerStatus() // called after the 'Stay' button is // pressed and by 'checkForBlackJack' // when dealer has 21 on first two cards { // first, we flip over the hidden card int card; int suit; card=hiddenCard; suit=hiddenCard; card=(card % 13)+1; suit=(suit % 4)+1; osg.setColor(Color.green.darker()); // see doDealerHit - we need to revers e what we did there osg.fillRect(0,0,20,185); cc.drawCard(osg,card,suit,0); bufferGraphics.drawImage(osi,50,15,this); pause(100); repaint(); pause(100); while(dealerScore<17) { doDealerHit(); repaint(); } if(dealerScore>21) return; pause(100); // check to see who has higher score bufferGraphics.setColor(Color.green.darker()); bufferGraphics.fillRect(110,140,90,10);// erase previous score bufferGraphics.setColor(Color.black); if (userScore>dealerScore) bufferGraphics.drawString("Dealer loses .. you win",110,150); else bufferGraphics.drawString("Dealer wins .. you lose",110,150); dealOver=true; } public void doUserHit() // called with the 'Hit' button is pressed { int card; int suit; currentCard++; userCardPosition+=20; // move the card over so you can see the ones under neath card=deal[currentCard]; suit=deal[currentCard]; card=(card % 13)+1; suit=(suit % 4)+1; addUserScore(card); osg.setColor(Color.white); // this is screwed. .. it is needed to make the card overlap look right osg.fillRect(0,0,20,185); osg.setColor(Color.black); osg.drawLine(0,0,20,0); osg.drawLine(0,124,20,124);

cc.drawCard(osg,card,suit,0); bufferGraphics.drawImage(osi,userCardPosition,155,this); pause(200); } public void addUserScore(int card) // called by the doUserHit and deal method s { if(card>9) userScore+=10; else userScore+=card; if((card==1) && (userScore<12)) { userScore+=10; userAce=true; }// Ace if(userScore > 21) { if(userAce) { userScore-=10; userAce=false; } } bufferGraphics.setColor(Color.green.darker()); bufferGraphics.fillRect(110,290,190,310);// erase previous score bufferGraphics.setColor(Color.black); if(userScore < 22) bufferGraphics.drawString("Your Total = " + Integer.toS tring(userScore),110,305); else { bufferGraphics.drawString("You Busted .. you lose",110,305); dealOver=true; } } public void addDealerScore(int card) // called by the doDealerHit method and d eal method { if(card>9) dealerScore+=10; else dealerScore+=card; if((card==1) && (dealerScore<12)) { dealerScore+=10; dealerAce=true; }// Ace if(dealerScore > 21) { if(dealerAce) { dealerScore-=10; dealerAce=false; } } if(showScoreOK) { bufferGraphics.setColor(Color.green.darker()); bufferGraphics.fillRect(110,140,90,10);// erase previous score bufferGraphics.setColor(Color.black); if(dealerScore < 22) bufferGraphics.drawString("Dealer Total = " + Intege r.toString(dealerScore),110,150); else { bufferGraphics.drawString("Dealer Busted .. you win",110,150);

dealOver=true; } } } public void doDealerHit() // called by checkDealerStatus method { int card; int suit; currentCard++; dealerCardPosition+=20; // move the card over so you can see the ones und erneath card=deal[currentCard]; suit=deal[currentCard]; card=(card % 13)+1; suit=(suit % 4)+1; addDealerScore(card); osg.setColor(Color.white); // this is screwed. .. it is needed to make the card overlap look right osg.fillRect(0,0,20,185); osg.setColor(Color.black); osg.drawLine(0,0,20,0); osg.drawLine(0,124,20,124); cc.drawCard(osg,card,suit,0); bufferGraphics.drawImage(osi,dealerCardPosition,15,this); pause(200); } public void pause(int sleepTime) // if you want to speed things up, uncomment the following line { // sleepTime=1; try {Thread.sleep(sleepTime);} catch (InterruptedException e){} } public void start() { if (kicker == null) { kicker = new Thread(this); kicker.start(); } } public void stop() { kicker = null; } public void deal() // called for the initial deal of the cards. This // is where you set up the screen. { int card; int suit; // // // // make the basic fields of the table and the cards green the cardclass will make the cards themselves white if you don't do this, there will be an ugly corner on each card that shows through white on your green table

osg.setColor(Color.green.darker()); osg.fillRect(0,0,cardWidth,cardHeight); bufferGraphics.setColor(Color.green.darker()); bufferGraphics.fillRect(0,0,640,480); bufferGraphics.setFont(normal); card=deal[currentCard]; suit=deal[currentCard]; hiddenCard=card; card=(card % 13)+1; suit=(suit % 4)+1; addDealerScore(card); cc.drawCard(osg,0,suit,1); bufferGraphics.setColor(Color.gray); bufferGraphics.drawString("Delays are on purpose (makes things look nicer)." , 250,30); bufferGraphics.setColor(Color.yellow.brighter()); bufferGraphics.setFont(header); bufferGraphics.drawString("BLACKJACK SHELL", 250, 70); bufferGraphics.setFont(normal); bufferGraphics.setColor(Color.black); bufferGraphics.drawString("This shell only demonstrates the card class. It d oesn't", 250,90); bufferGraphics.drawString("implement the full set of BlackJack rules. But it 's still fun.", 250,105); bufferGraphics.drawString("Dealer",125,150); bufferGraphics.drawString("You",132,290); pause(100); repaint(); bufferGraphics.drawImage(osi,50,15,this); pause(100); repaint(); currentCard++; card=deal[currentCard]; suit=deal[currentCard]; card=(card % 13)+1; suit=(suit % 4)+1; addDealerScore(card); cc.drawCard(osg,card,suit,0); bufferGraphics.drawImage(osi,150,15,this); dealerCardPosition=150; pause(200); repaint(); // now player currentCard++; card=deal[currentCard]; suit=deal[currentCard]; card=(card % 13)+1; suit=(suit % 4)+1; cc.drawCard(osg,card,suit,0); addUserScore(card); bufferGraphics.drawImage(osi,50,155,this); pause(200); repaint(); currentCard++; card=deal[currentCard]; suit=deal[currentCard]; card=(card % 13)+1; suit=(suit % 4)+1;

addUserScore(card); cc.drawCard(osg,card,suit,0); userCardPosition=150; bufferGraphics.drawImage(osi,150,155,this); } public void makeDeck() // a simple shuffling routine which makes an // array of 52 ints that range from 1 - 52 and are // random and non-repeating { int r, x, y; y=0; for (x=0;x<52;x++){ temp[x]=0; deal[x]=0;} r=Math.abs(rnd.nextInt()%52); while(y<52) { while(temp[r]==1) r=Math.abs(rnd.nextInt()%52); temp[r]=1; deal[y]=r+1; y++; } currentCard=0; } public void paint(Graphics g) { update(g); } public void update(Graphics g) { g.drawImage(bufferImage,0,0,this); } public boolean action (Event e, Object arg) // catch the button clicks and do something { if((arg=="Hit")&&(!dealOver)) hitPressed=true; if((arg=="Stay")&&(!dealOver)) {stayPressed=true; showScoreOK=true;} if(arg=="Redeal") restart(); return true; } }

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